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authorSze Howe Koh <szehowe.koh@gmail.com>2013-05-05 08:08:41 +0800
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-05-06 16:35:28 +0200
commit0d4512c8bdfd7e1131c8633e8ad0d37c2dbc4ab3 (patch)
tree43fc57ee077acaa051d84cba399e8128aa85e7c1 /examples/quick/particles
parent2f97b8ccde72628c29664c4a10c75336e3fead7b (diff)
Doc: Fix some broken snippet paths
Change-Id: Ib79bfbea402b86e26a503de47383522317ca906b Reviewed-by: Jerome Pasion <jerome.pasion@digia.com>
Diffstat (limited to 'examples/quick/particles')
-rw-r--r--examples/quick/particles/affectors/doc/src/affectors.qdoc34
-rw-r--r--examples/quick/particles/customparticle/doc/src/customparticle.qdoc10
-rw-r--r--examples/quick/particles/emitters/doc/src/emitters.qdoc12
-rw-r--r--examples/quick/particles/imageparticle/doc/src/imageparticle.qdoc14
-rw-r--r--examples/quick/particles/system/doc/src/system.qdoc10
5 files changed, 40 insertions, 40 deletions
diff --git a/examples/quick/particles/affectors/doc/src/affectors.qdoc b/examples/quick/particles/affectors/doc/src/affectors.qdoc
index 58661d5b70..a1407abda2 100644
--- a/examples/quick/particles/affectors/doc/src/affectors.qdoc
+++ b/examples/quick/particles/affectors/doc/src/affectors.qdoc
@@ -35,7 +35,7 @@
Each example is a small QML file emphasizing a particular type or feature.
Age demonstrates using an Age affector to prematurely end the lives of particles.
- \snippet quick/particles/affectors/content/age.qml 0
+ \snippet particles/affectors/content/age.qml 0
As you move the affector around the screen, the particles inside it
(which haven't already been affected) jump to a period near the end
@@ -44,7 +44,7 @@
the end of their life instantly.
Attractor demonstrates using an Attractor affector to simulate a black hole
- \snippet quick/particles/affectors/content/attractor.qml 0
+ \snippet particles/affectors/content/attractor.qml 0
All particles in the scene, including the rocket ship's exhaust and pellets, are pulled
towards the black hole. This effect is stronger closer to the black hole, so the
@@ -55,58 +55,58 @@
Custom Affector manipulates the properties of the particles directly in javascript.
One Affector is used to make the leaves rock back and forth as they fall, looking more
leaf-like than just spinning in circles:
- \snippet quick/particles/affectors/content/customaffector.qml 0
+ \snippet particles/affectors/content/customaffector.qml 0
Another is used to provide a slightly varying friction to the leaves as they 'land',
to look more natural:
- \snippet quick/particles/affectors/content/customaffector.qml 1
+ \snippet particles/affectors/content/customaffector.qml 1
Friction is similar to the falling leaves in the custom affector, except that it uses a
flat friction the whole way down instead of custom affectors.
- \snippet quick/particles/affectors/content/friction.qml 0
+ \snippet particles/affectors/content/friction.qml 0
Gravity is a convenience affector for applying a constant acceleration to particles inside it
- \snippet quick/particles/affectors/content/gravity.qml 0
+ \snippet particles/affectors/content/gravity.qml 0
GroupGoal sets up two particle groups for flaming and non-flaming balls, and gives you various
ways to transition between them.
- \snippet quick/particles/affectors/content/groupgoal.qml unlit
+ \snippet particles/affectors/content/groupgoal.qml unlit
The non-flaming balls have a one in a hundred chance of lighting on their own each second, but they also
have a GroupGoal set on the whole group. This affector affects all particles of the unlit group, when colliding
with particles in the lit group, and cause them to move to the lighting group.
- \snippet quick/particles/affectors/content/groupgoal.qml lighting
+ \snippet particles/affectors/content/groupgoal.qml lighting
lighting is an intermediate group so that the glow builds up and the transition is less jarring. So it automatically
moves into the lit group after 100ms.
- \snippet quick/particles/affectors/content/groupgoal.qml lit
+ \snippet particles/affectors/content/groupgoal.qml lit
The lit group also has TrailEmitters on it for additional fire and smoke, but does not transition anywhere.
There are two more GroupGoal objects that allow particles in the unlit group to transition to the lighting group
(and then to the lit group).
- \snippet quick/particles/affectors/content/groupgoal.qml groupgoal-pilot
+ \snippet particles/affectors/content/groupgoal.qml groupgoal-pilot
The first is just an area bound to the location of an image of a pilot flame. When unlit balls pass through the flame,
they go straight to lit because the pilot flame is so hot.
- \snippet quick/particles/affectors/content/groupgoal.qml groupgoal-ma
+ \snippet particles/affectors/content/groupgoal.qml groupgoal-ma
The second is bound to the location of the last pointer interaction, so that touching or clicking on unlit balls (which
is hard due to their constant movement) causes them to move to the lighting group.
Move shows some simple effects you can get by altering trajectory midway.
The red particles have an affector that affects their position, jumping them forwards by 120px.
- \snippet quick/particles/affectors/content/move.qml A
+ \snippet particles/affectors/content/move.qml A
The green particles have an affector that affects their velocity, but with some angle variation. By adding some random direction
velocity to their existing forwards velocity, they begin to spray off in a cone.
- \snippet quick/particles/affectors/content/move.qml B
+ \snippet particles/affectors/content/move.qml B
The blue particles have an affector that affects their acceleration, and because it sets relative to false this resets the acceleration instead of
adding to it. Once the blue particles reach the affector, their horizontal velocity stops increasing as their vertical velocity decreases.
- \snippet quick/particles/affectors/content/move.qml C
+ \snippet particles/affectors/content/move.qml C
SpriteGoal has an affector which interacts with the sprite engine of particles, if they are being drawn as sprites by ImageParticle.
- \snippet quick/particles/affectors/content/spritegoal.qml 0
+ \snippet particles/affectors/content/spritegoal.qml 0
The SpriteGoal follows the image of the rocket ship on screen, and when it interacts with particles drawn by ImageParticle as sprites,
it instructs them to move immediately to the "explode" state, which in this case is the animation of the asteroid breaking into many pieces.
Turbulence has a flame with smoke, and both sets of particles being affected by a Turbulence affector. This gives a faint wind effect.
- \snippet quick/particles/affectors/content/turbulence.qml 0
+ \snippet particles/affectors/content/turbulence.qml 0
To make the wind change direction, subsitute a black and white noise image in the noiseSource parameter (it currently uses a default noise source).
Wander uses a Wander affector to add some horizontal drift to snowflakes as they fall down.
- \snippet quick/particles/affectors/content/wander.qml 0
+ \snippet particles/affectors/content/wander.qml 0
There are different movements given by applying the Wander to different attributes of the trajectory, so the example makes it easy to play around and see the difference.
*/
diff --git a/examples/quick/particles/customparticle/doc/src/customparticle.qdoc b/examples/quick/particles/customparticle/doc/src/customparticle.qdoc
index ccef82c922..fb53a67831 100644
--- a/examples/quick/particles/customparticle/doc/src/customparticle.qdoc
+++ b/examples/quick/particles/customparticle/doc/src/customparticle.qdoc
@@ -36,19 +36,19 @@
Blur Particles adds a blur effect to the particles, which increases over the particle's life time.
It uses a custom vertex shader:
- \snippet quick/particles/customparticle/content/blurparticles.qml vertex
+ \snippet particles/customparticle/content/blurparticles.qml vertex
to propagate life time simulation to a custom fragement shader:
- \snippet quick/particles/customparticle/content/blurparticles.qml fragment
+ \snippet particles/customparticle/content/blurparticles.qml fragment
which has access to both the normal image sampler and a blurred sampler, the image plus a ShaderEffect.
Fragment Shader just uses the particle system as a vertex delivery system.
- \snippet quick/particles/customparticle/content/fragmentshader.qml 0
+ \snippet particles/customparticle/content/fragmentshader.qml 0
Image Colors uses CustomParticle to assign colors to particles based on their location in a picture.
The vertex shader,
- \snippet quick/particles/customparticle/content/imagecolors.qml vertex
+ \snippet particles/customparticle/content/imagecolors.qml vertex
passes along the starting position for each vertex to the fragment shader,
- \snippet quick/particles/customparticle/content/imagecolors.qml fragment
+ \snippet particles/customparticle/content/imagecolors.qml fragment
which uses it to determine the color for that particle.
*/
diff --git a/examples/quick/particles/emitters/doc/src/emitters.qdoc b/examples/quick/particles/emitters/doc/src/emitters.qdoc
index 8eb7919000..acf8ce41c4 100644
--- a/examples/quick/particles/emitters/doc/src/emitters.qdoc
+++ b/examples/quick/particles/emitters/doc/src/emitters.qdoc
@@ -34,27 +34,27 @@
Each example is a small QML file emphasizing a particular type or feature.
Velocity from motion gives the effect of strong particle motion through primarily moving the emitters:
- \snippet quick/particles/emitters/content/velocityfrommotion.qml 0
+ \snippet particles/emitters/content/velocityfrommotion.qml 0
Burst and pulse calls the burst and pulse methods on two idential emitters.
- \snippet quick/particles/emitters/content/burstandpulse.qml 0
+ \snippet particles/emitters/content/burstandpulse.qml 0
Note how burst takes an argument of number of particles to emit, and pulse takes an argument of number of milliseconds to emit for.
This gives a slightly different behaviour, which is easy to see in this example.
Custom Emitter connects to the emitParticles signal to set arbitrary values on particle data as they're emitted;
- \snippet quick/particles/emitters/content/customemitter.qml 0
+ \snippet particles/emitters/content/customemitter.qml 0
This is used to emit curving particles in six rotating spokes.
Emit mask sets an image mask on the Emitter, to emit out of an arbitrary shape.
- \snippet quick/particles/emitters/content/emitmask.qml 0
+ \snippet particles/emitters/content/emitmask.qml 0
Maximum emitted emits no more than a certain number of particles at a time. This example makes it easy to see what happens when the limit is reached.
Shape and Direction emits particles out of an unfilled Ellipse shape, using a TargetDirection
- \snippet quick/particles/emitters/content/shapeanddirection.qml 0
+ \snippet particles/emitters/content/shapeanddirection.qml 0
This sends the particles towards the center of the ellipse with proportional speed, keeping the ellipse outline as they move to the center.
TrailEmitter uses that type to add smoke particles to trail the fire particles in the scene.
- \snippet quick/particles/emitters/content/customemitter.qml 0
+ \snippet particles/emitters/content/customemitter.qml 0
*/
diff --git a/examples/quick/particles/imageparticle/doc/src/imageparticle.qdoc b/examples/quick/particles/imageparticle/doc/src/imageparticle.qdoc
index c8f2dc988b..4fda13746a 100644
--- a/examples/quick/particles/imageparticle/doc/src/imageparticle.qdoc
+++ b/examples/quick/particles/imageparticle/doc/src/imageparticle.qdoc
@@ -35,25 +35,25 @@
Each example is a small QML file emphasizing a particular type or feature.
All at once shows off several of the features of ImageParticle at the same time.
- \snippet quick/particles/imageparticle/content/allatonce.qml 0
+ \snippet particles/imageparticle/content/allatonce.qml 0
Colored shows a simple ImageParticle with some color variation.
- \snippet quick/particles/imageparticle/content/colored.qml 0
+ \snippet particles/imageparticle/content/colored.qml 0
Color Table sets the color over life on the particles to provide a fixed rainbow effect.
- \snippet quick/particles/imageparticle/content/colortable.qml 0
+ \snippet particles/imageparticle/content/colortable.qml 0
Deformation spins and squishes a starfish particle.
- \snippet quick/particles/imageparticle/content/deformation.qml spin
- \snippet quick/particles/imageparticle/content/deformation.qml deform
+ \snippet particles/imageparticle/content/deformation.qml spin
+ \snippet particles/imageparticle/content/deformation.qml deform
Rotation demonstrates the autoRotate property, so that particles rotate in the direction that they travel.
Sharing demonstrates what happens when multiple ImageParticles try to render the same particle.
The following ImageParticle renders the particles inside the ListView:
- \snippet quick/particles/imageparticle/content/sharing.qml 0
+ \snippet particles/imageparticle/content/sharing.qml 0
The following ImageParticle is placed inside the list highlight, and renders the particles above the other ImageParticle.
- \snippet quick/particles/imageparticle/content/sharing.qml 1
+ \snippet particles/imageparticle/content/sharing.qml 1
Note that because it sets the color and alpha in this ImageParticle, it renders the particles in a different color.
Since it doesn't specify anything about the rotation, it shares the rotation with the other ImageParticle so that the flowers are rotated the same way in both.
Note that you can undo rotation in another ImageParticle, you just need to explicity set rotationVariation to 0.
diff --git a/examples/quick/particles/system/doc/src/system.qdoc b/examples/quick/particles/system/doc/src/system.qdoc
index 2bef4c6947..99be23d9d1 100644
--- a/examples/quick/particles/system/doc/src/system.qdoc
+++ b/examples/quick/particles/system/doc/src/system.qdoc
@@ -35,7 +35,7 @@
Each example is a small QML file emphasizing a particular type or feature.
Dynamic comparison compares using the particle system to getting a similar effect with the following code that dynamically instantiates Image types.
- \snippet quick/particles/system/content/dynamiccomparison.qml fake
+ \snippet particles/system/content/dynamiccomparison.qml fake
Note how the Image objects are not able to be randomly colorized.
Start and Stop simply sets the running and paused states of a ParticleSystem. While the system does not perform any simulation when stopped or paused, a restart restarts the simulation from the beginning, while unpausing resumes the simulation from where it was.
@@ -43,14 +43,14 @@
Timed group changes is an example that highlights the ParticleGroup type. While normally referring to groups with a string name is sufficient, additional effects can be
done by setting properties on groups.
The first group has a variable duration on it, but always transitions to the second group.
- \snippet quick/particles/system/content/timedgroupchanges.qml 0
+ \snippet particles/system/content/timedgroupchanges.qml 0
The second group has a TrailEmitter on it, and a fixed duration for emitting into the third group. By placing the TrailEmitter as a direct child of the ParticleGroup, it automatically selects that group to follow.
- \snippet quick/particles/system/content/timedgroupchanges.qml 1
+ \snippet particles/system/content/timedgroupchanges.qml 1
The third group has an Affector as a direct child, which makes the affector automatically target this group. The affector means that as soon as particles enter this group, a burst function can be called on another emitter, using the x,y positions of this particle.
- \snippet quick/particles/system/content/timedgroupchanges.qml 2
+ \snippet particles/system/content/timedgroupchanges.qml 2
If TrailEmitter does not suit your needs for multiple emitters, you can also dynamically create Emitters while still using the same ParticleSystem and image particle
- \snippet quick/particles/system/content/dynamicemitters.qml 0
+ \snippet particles/system/content/dynamicemitters.qml 0
Note that this effect, a flurry of flying rainbow spears, would be better served with TrailEmitter. It is only done with dynamic emitters in this example to show the concept more simply.
Multiple Painters shows how to control paint ordering of individual particles. While the paint ordering of particles within one ImagePainter is not strictly defined, ImageParticle objects follow the normal Z-ordering rules for \l {Qt Quick} items. This example allow you to paint the inside of the particles above the black borders using a pair of ImageParticles each painting different parts of the same logical particle.